Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns.
Also removes cross-tier effects of the affected types for free.

Effective talent level: 0.0Use mode: ActivatedMana cost: 20Range: 10Cooldown: 12Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spell and usable during Aether AvatarDescription: Creates a vortex of arcane energies on the target for 6 turns. Each turn the vortex will look for another foe in sight and fire a manathrust doing 2.66 arcane damage to all foes in line.
If no foes are found, the target will take 50% more arcane damage.
If the target dies, the vortex explodes, releasing all remaining damage in a radius 2 ball of arcane force.
The damage will increase with your Spellpower.

Arcane Vortex

0/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 10Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spell and usable during Aether AvatarDescription: Surround yourself with arcane forces, disrupting any attempts to harm you by creating a shield of pure aether which can absorb 24 damage.
In combat, the mental focus required to maintain and monitor the shield is too much and you let it run on its own. In this state once the shield power is depleted it will start using your mana to absorb hits, at a ratio of 4.44 mana per damage.
Whenever mana is used by the shield it stores a remnant of this energy (up to -2523 max). When the shield is deactivated any stored energy is released in a radius 5 arcane storm that lasts 5 turns, dealing 20% of the total stored damage each turn.
Outside of combat the shield regenerates 10% of its power each turn and stored energy quickly dissipates.
Dropping below 50% mana or reaching max energy storage will automatically deactivate this talent.
The shield power improves with your Spellpower.
The maximum energy storage is based on your total mana (ignoring sustained spells), with a limit at -1261 effective mana.

Current shield power: 0
Current stored energy: 0

Disruption Shield

0/5

Spell / Phantasm

1.30

Effective talent level: 0.0Use mode: ActivatedMana cost: 5Range: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Creates a globe of pure light within a radius of 3 that illuminates the area.
At level 3, it also blinds all who see it (except the caster) for 3 turns.
At level 4, it also deals 7.81 light damage.

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 150Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: The caster fades from sight, granting 1 bonus to invisibility.
Beware -- you should take off your light, or you will still be easily spotted.
As you become invisible, you fade out of phase with reality. All your damage is reduced by 70%.
This powerful spell constantly drains your mana (2 per turn) while active.
The invisibility bonus will increase with your Spellpower.

Invisibility

0/5

Spell / Earth

1.30

Effective talent level: 2.6Use mode: ActivatedMana cost: 15Range: 10Cooldown: 3Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Fire a powerful beam of stone-shattering force, digging out any walls in its path up to 3 range.
The beam continues to a range of 10, affecting any creatures in its path, dealing 72.81 physical damage to them.
If any walls are dug, you gain 22% physical damage bonus for 6 turns.
The damage will increase with your Spellpower.

Pulverizing Auger

2/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 15Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: The caster's skin grows as hard as stone, granting a 0 bonus to Armour.
Each time you are hit in melee, you have a 300% chance to reduce the cooldown of an Earth or Stone spell by 2 (this effect can only happen once per turn).
The bonus to Armour will increase with your Spellpower.

Effective talent level: 2.6Use mode: ActivatedMana cost: 12Range: 10Cooldown: 3Travel Speed: 2000% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures up a bolt of fire, setting the target ablaze and doing 115.51 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower.

Flame

2/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 30Range: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures up a cone of flame with radius 1. Any targets caught in the area will suffer Burning Shock, stunning them and dealing 9.49 fire damage over 0 turns.
The damage will increase with your Spellpower.

Flameshock

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 20Range: 7Cooldown: 8Travel Speed: 400% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures up a bolt of fire that moves toward the target and explodes into a flash of fire, doing 17.01 fire damage in a radius of 0.
The damage will increase with your Spellpower.

Effective talent level: 0.0Use mode: ActivatedMana cost: 10Range: 6Cooldown: 15Travel Speed: 500% of baseUsage Speed: Spell (100% of a turn)Is: a spell and usable during Aether AvatarDescription: Project a bolt of time distortion, decreasing the target's global speed by 0% and all projectiles it fires by 7% for 7 turns.

Congeal Time

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 25Range: 10Cooldown: 18Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spell and usable during Aether AvatarDescription: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
Once either the maximum damage (24) is absorbed, or the time runs out (5 turns), the stored damage will return as a temporal restoration field over time (5 turns).
Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage).
The shield's max absorption will increase with your Spellpower.

Temporal Shield

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 100Range: 10Cooldown: 40Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spell and usable during Aether AvatarDescription: Removes the target from the flow of time for 4 turns. In this state, the target can neither act nor be harmed.
Time does not pass at all for the target, no talents will cooldown, no resources will regen, and so forth.
The duration will increase with your Spellpower.

Effective talent level: 3.9Use mode: ActivatedMana cost: 20Range: 10Cooldown: 8Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Invokes a forking beam of lightning doing 50.31 to 150.94 damage (100.62 average) and forking to another target.
It can hit up to 7 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
The damage will increase with your Spellpower.

Chain Lightning

3/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 10Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: A gentle wind circles around the caster, increasing carrying capacity by 3, defense against projectiles by 0, pin immunity by 0% and stun immunity by 0%.
At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.
At level 5 it also grants 0% movement speed and removes 0 fatigue.

Feather Wind

0/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 50Range: 6Cooldown: 15Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures a furious, raging lightning storm with a radius of 6 that follows you as long as this spell is active.
Each turn, a random lightning bolt will hit up to 0 of your foes for 1.00 to 2.93 damage (1.47 average) in a radius of 1.
The damage will increase with your Spellpower.

Thunderstorm

0/5

Spell / Water

1.30

Effective talent level: 0.0Use mode: ActivatedMana cost: 12Range: 10Cooldown: 3Travel Speed: 800% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hurl ice shards at the targets in the selected area. Each shard travels slowly and does 8.01 ice damage, hitting all adjacent targets on impact with 25% chance to freeze them.
If the target resists being frozen, it instead get wet.
If the target is wet the damage increases by 30% and the ice freeze chance increases to 50%.
This spell will never hit the caster.
The damage will increase with your Spellpower.

Ice Shards

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 12Range: 8Cooldown: 8Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Glacial fumes rise from the ground, doing 2.55 cold damage in a radius of 3 each turn for 8 turns.
Creatures that are wet will take 30% more damage and have 15% chance to get frozen.
The damage will increase with your Spellpower.

Glacial Vapour

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 10Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 2, doing 1.33 cold damage and 1.25 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 3 turns.
All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells.
The damage and duration will increase with your Spellpower.

Tidal Wave

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 25Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: You absorb latent cold around you, turning into an ice elemental - a shivgoroth - for 4 turns.
While transformed, you do not need to breathe, gain access to the Ice Storm talent at level 0, gain 14% resistance to cuts and stuns, gain 7% cold resistance, and all cold damage heals you for 64% of the damage done.
The power will increase with your Spellpower.

Ice storm:Effective talent level: 0.0Use mode: ActivatedMana cost: 25Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: A furious ice storm rages around the caster, doing 2.65 cold damage in a radius of 3 each turn for 6 turns.
It has a 25% chance to freeze damaged targets.
If the target is wet the damage increases by 30% and the freeze chance increases to 50%.
The damage and duration will increase with your Spellpower.

Shivgoroth Form

0/5

Generic Talents

Spell / Aegis

1.30

Effective talent level: 2.6Use mode: ActivatedMana cost: 25Range: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spell and usable during Aether AvatarDescription: Imbues your body with arcane forces, reconstructing it to a default state, healing for 181 life.
The life healed will increase with your Spellpower.

Arcane Reconstruction

2/5

Effective talent level: 2.6Use mode: SustainedSustain mana cost: 40Range: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spell and usable during Aether AvatarDescription: Surround yourself with strengthening arcane forces.
Every damage shield, time shield, displacement shield, and disruption shield affecting you has its power increased by 29%.
At level 5, it also increases the duration of all shields by 1 turn.
The shield value will increase with your Spellpower.

Shielding

2/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 50Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spell and usable during Aether AvatarDescription: Surround yourself with protective arcane forces.
Each time you receive a direct heal (not a life regeneration effect), you automatically gain a damage shield equal to 22% of the heal value for 3 turns.
This will replace an existing damage shield if the new shield value and duration would be greater than or equal to the old.
The shield value will increase with your Spellpower.

Arcane Shield

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 50Range: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spell and usable during Aether AvatarDescription: Release arcane energies into most magical shields currently protecting you.
It will affect at most 3 shield effects.
Damage Shield, Time Shield, Displacement Shield: Increase the damage absorption value by 41%.
Disruption Shield: Tap into the stored energies to restore the shield (at a rate of 2 energy per 1 shield power). Any leftover energy is converted back into mana at a rate of 4.77 energy per mana.
The charging will increase with your Spellpower.

Aegis

0/5

Race / Higher

1.00

Effective talent level: 2.0Use mode: ActivatedRange: melee/personalCooldown: 37Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Call upon the power of the Highborn, increasing all damage by 14% and reducing all damage taken by 14% for 5 turns.
The bonus will increase with your Magic.

Wrath of the Highborn

2/5

Effective talent level: 0.0Use mode: PassiveDescription: While Highers are not meant to rule other humans - and show no particular will to do so - they are frequently called to higher duties.
Their nature grants them better senses than other humans.
Increase blindness immunity by -1%, maximum sight range by 1, and increases existing infravision, and heightened senses range by 1.
At talent level 5, each time you hit a target you gain telepathy to all similar creatures in radius 15 for 5 turns.

Overseer of Nations

0/5

Effective talent level: 0.0Use mode: PassiveCooldown: 52Description: Highers were originally created during the Age of Allure by the human Conclave. They are imbued with magic at the very core of their being.
Increase spell save by 0 and arcane resistance by 0%.
Also, when you cast a spell dealing damage, you gain a 20% bonus to the damage type for 5 turns. (This effect has a cooldown.)

Born into Magic

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 53Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Activate some of your inner magic, using it to power your abilities. For the next -1 turns all active talents will be used without resource cost.
Your resources must still be high enough to initially power the talent and failure rates (etc.) still apply.

Highborn's Bloom

0/5

Spell / Divination

1.30

Effective talent level: 0.0Use mode: ActivatedMana cost: 15Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Summons an ethereal magical eye at the designated location that lasts for 10 turns.
The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 2 range around it.
It does not require light to do so, but it cannot see through walls.
Casting the eye does not take a turn.
Only one arcane eye can exist at any given time.
At level 4, if cast on a creature it will follow it until it expires, or until the creature dies.
At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects.

Arcane Eye

0/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 40Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You focus your senses, getting information from moments in the future.
Improves your capacity to see invisible foes by +1, to see through stealth by +0, and to perform a critical spell cast by +0%.
The effects will improve with your Spellpower.

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 120Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Echoes of the future flash before your eyes, allowing you to sense some incoming attacks.
If the attack is not physical, you will erect a temporary shield that reduces all damage of this type by 10% for 5 turns.
This effect can only happen once every 5 turns, and happens before damage is taken.
The bonus will increase with your Spellpower.

Premonition

0/5

Spell / Conveyance

1.30

Effective talent level: 3.9Use mode: ActivatedMana cost: 30Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Teleports you randomly within a small range of up to 8 grids.
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 2).
If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly.
The range will increase with your Spellpower.

Phase Door

3/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 20Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Teleports you randomly within a large range (123).
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 21).
If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly.
Random teleports have a minimum range of 15.
The range will increase with your Spellpower.

Teleport

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 40Range: 8Cooldown: 35Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: This intricate spell erects a space distortion around the caster that is linked to another distortion, placed around a target.
Any time the caster should take damage, there is a 40% chance that it will instead be warped by the shield and hit the designated target.
Once the maximum damage (66) is absorbed, the time runs out (10 turns), or the target dies, the shield will crumble.
The max damage the shield can absorb will increase with your Spellpower.

Displacement Shield

0/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 200Range: melee/personalCooldown: 40Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: When you hit a solid surface, this spell tears down the laws of probability to make you instantly appear on the other side.
Teleports up to 4 grids.
After a successful probability travel you are left unstable, unable to do it again for a number of turns equal to 450% of the number of tiles you blinked through.
The range will improve with your Spellpower.

Probability Travel

0/5

Effects

detrimental effect

There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.

Zero Gravity

Quests

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.

And now for a grave

active

You failed to protect the injured seer from death by Itneld.

Escort: injured seer (level 2 of Trollmire)

failed

Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

* You must explore the Trollmire and find out what lurks there and what treasures are to be gained!* You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained!

Of trolls and damp caves

active

The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars.

It has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path.

You have entered it and must now stabilize three wormholes by firing any spell at them.

Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet.

* You have explored the expanse and closed all three wormholes.

Spellblaze Fallouts

done

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.'
Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.'
Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed length of troll intestine.
Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.'

The Brotherhood of Alchemists

active

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.

A cloth vestment. It offers no intrinsic protection but can be enchanted.

shimmering linen robe of the mind (+11%) (0 def, 0 armour)

Light source

Void Star
Powered by arcane forces1.00 Encumbrance.

[Unique]
Type: lite / lite ; tier 2

When wielded/worn:
Changes damage: +6% acid / +6% cold / +6% fire / +6% arcane / +6% lightning
Spell crit. chance: +5%
Light radius: +2It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) :Effective talent level: 2.0Power cost: 70 out of 70/70.Range: 10Travel Speed: instantaneousDescription: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 21.19 mind damage as well as resource damage (based off the mind damage and nature of the resource).

It looks like a very tiny star -- deep black -- and yet it somehow shines.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level)

Activation costs 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.